Martial Arts
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Edits to Existing Martial Art Styles ----- -- -------- ------- --- ------ Reduce Tae Kwon Do's and phoenix eye kung fu's #atts to 3 Chi healing: heals 1 chi or HP for each Chi spent Body Chi: Add 1 to ME,PS,PP,spd for each point of chi spent for 1 melee round

The following HtH styles cost twice the list price: Ninjitsu Thai Kick Boxing Tien-Hsueh Touch Mastery

MC HtH Skill Cost ====== ========== An Yin Kung Fu 15 Ba Gua Kung Fu 17 Bak Mei Kung Fu 12 Chao Ta Kung Fu 8 Gui Long Kung Fu 20 Han Yu Kung Fu 8 Hsien Hsia 17 Hsing-I Kung Fu 10 Liang Hsiung Kung Fu 8 Pao Chih 17 Shan Tung Kung Fu 10 Shin Ba Ban Wu Yi 10 Tong Lun Kung Fu 14 Triad Assassin Training 8

Alternative Exclusive Forms List ----------- --------- ----- ---- Capoeria(NEW) Demon Hunter Wrestling(NEW) Gui Long Kung Fu(Mystic China) Hsien Hsia Kung Fu(MC) Hwarang Do Karate Ninjitsu(2) Pao Chih(MC) Snake Style Kung Fu Sumo Taido Tien-Hsueh Touch Mastery(2) Xing-Chiao Eagle Claw Kung Fu Zanji Shinjinken-Ryu Yoga(NEW)

New Forms --- ----- Contents: Boxing Capoeria Demon Hunter Wrestling Fencing Football Gunslinger Gymnastics Long BowMen Palladin Police Training Ranger Soccer Stage magic Wrestling Yoga

Boxing Entrance Requirements: None Skill cost: 8 Costume: Boxing gloves or hand wraps and trunks Stance: feet shoulder width apart hands up Character bonuses: +2 PS +10 SDC Combat Skills: Attacks per Melee: 3 Escape moves: Roll Basic Defensive moves: dodge, Parry, Auto parry Advanced defensives: combination parry/strike Hand Attacks: Hand Strike(punch), power punch, backhand, uppercut(1d8), rabbit punch(1d10 -4 to strike), hook(1d10 lose parry til next attack), comination punch/elbow(requires to strikes each doing 1d4 uses 1 att can only be used once per round) Basic Foot Attacks: none Jumping Foot Attacks: none Special attacks: elbow, forearm, combination grab/punch Weapon katas: None lightning form as Thai Kick Boxing Skills Include: Martial art powers: choose (2) from body hardening or special katas Other Skills: Body building, one language Level Advancement bonuses: 1 +2 roll, +2 parry/dodge, KO/stun on 20 2 +1 damage 3 +1 attack 4 +1 damage, +1 power from body hardening or special katas 5 +1 strike 6 +2 parry, crit 18,19,20 7 +1 attack 8 +1 dodge, +1 power from body hardening or atemi 9 +1 damage 10 +1 strike, KO 19,20 11 +1 attack 12 +1 power from body hardening, atemi, or specialty katas 13 DB 20 14 +1 strike 15 +1 attack

Capoeria Entrance Requirements: PS 8 PE 8 PP 12 Spd 8 Skill cost: 12 Costume: none Stance: like kick boxing Character bonuses: +2 PS +2 PE +1 PP +2 spd +10 SDC Combat Skills: Attacks per Melee: 3 Escape moves: Roll, Maintain Balance Basic Defensive moves: Dodge, parry, automatic parry Advanced defensives: Breakfall, Automatic dodge Hand Attacks: strike(punch) Basic Foot Attacks: kick attack, snap kick, tripping/leg hooks, roundhouse kick , cresent kick, backward sweep, Reverse turning kick, drop kick Jumping Foot Attacks: jump kick, flying jump kick, flying reverse turning kick Special attacks: none Weapon katas: none Skills Include: Martial art powers: choose 3 from special katas, body hardening or art of invisibility Languages: Caribean Philosophy: Voodoo Physical: Dance, Acrobatics, Prowl Level Advancement bonuses: 1 +3 parry/dodge, +2 maitain balance 2 +2 strike, +3 roll 3 +1 attack, choose (1) special kata 4 crit on 16-20, b , +2 damage 5 +2 initiative, +3 parry/dodge 6 +2 maintain balance, +2 strike 7 +1 attack, choose (1) art of invisibility 8 KO on 19-20, +3 roll 9 +2 damage, +1 initiative 10 DB on 20, b, +2 parry/dodge 11 +1 attack, choose (1) body hardening 12 +1 maintain balance, +1 strike 13 +2 roll,+4 damage 14 +1 intiative, +1 parry/dodge 15 +1 attack, choose (1) martial art technique

Demon Hunter Wrestling Entrance Requirements: IQ 11 PS 12, no alignment restriction ,but is usually selfish Skill cost: 9 Costume: Any Stance: none Character bonuses: +3 PS +1 PE +20 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll Basic Defensive moves: parry, dodge, automatic parry Advanced defensives: breakfall, maintain balance Hand Attacks: punch(hand strike) Basic Foot Attacks: kick attack Jumping Foot Attacks: none Special attacks: crush/squeeze, body block tackle, fiegn illegal injury conceal illegal injury, Weapon katas: WP demon hunter sword, WP demon snare Skills Include: Martial art powers: 2 from martial art techniques or body hardening language: chinese physical: WP sword, Arm Wrestling Level Advancement bonuses: 1 +1 strike, +4 roll, +1 dodge, +3 save vs pain, pin 18-20, +2 strike/entagle with demon snare 2 +1d6 hp, +2d6 SDC, +1 initiative, +1 maintain balance, +2 save vs HF 3 +1 attack, can do all standard kicks, leap attacks, and back sweeps 4 pin 17-20, KO 19-20, choose (1) power from body hardening, +1 save vs HF 5 +1 roll, +1 initiative 6 +1 roll, +1 save vs HF, +2 save vs possesion, +2d6 SDC 7 +1 strike, +1 parry, +1 entangle with demon snare 8 pin 16-20, +1 attack, +2 breakfall 9 choose (1) body hardening 10 +1 roll, arm hold, leg hold 11 +1 parry, +1 dodge, +1 entagle with demon snare 12 pin 15-20, double existing chi, +1 save vs HF, +1 roll 13 +1 attack, +1 strike 14 +1d6 HP, +15 SDC, +1 parry 15 +1 roll, choose (1) power from body hardening or special katas

Fencing Entrance Requirements: None Skill cost: 8 Costume: None Stance:standing with side of good arm pointed toward opponent in an attempt to reduce target area Character bonuses: +2 PP +2 ME Combat Skills: Attacks per Melee: 3 Escape moves: Roll Basic Defensive moves: dodge, parry, auto parry Advanced defensives: circular parry, combination parry/attack, disarm Hand Attacks: hand strike(punch), backhand Basic Foot Attacks: kick attack, knee Jumping Foot Attacks: none Special attacks:disarm, entangle Weapon katas: WP fencing blades(paired) Skills Include: Martial art powers: choose (2) from special kata or martial art techniques Other Skills: language: Italian, Spanish, Latin, French, or English cultural: Ettiquette physical: WP sword, WP knife, WP forked, WP paired Level Advancement bonuses: 1 disarm on natural 20 parry, +2 initiative 2 +2 parry/dodge 3 +2 strike, +1 power from martial art techniques or special katas 4 +1 attack 5 +4 damage 6 +2 roll 7 +1 attack 8 +2 parry, +1 power from martial art techniques or special katas 9 +1 dodge, crit 18,19,20 10 +2 strike 11 +1 attack 12 +2 parry, +1 power from martial art techniques or special katas 13 DB 20 14 disarm on 19,20 15 +1 att

Football Entrance Requirements: none Skill cost: 6 Costume: helmet with face mask, shoulder pads, And padded pants Stance: Character bonuses: +2 PS +2 PE +15 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll, maintain balance Basic Defensive moves: parry, dodge, autoparry Advanced defensives: power block/parry Hand Attacks: strike(punch), power punch Basic Foot Attacks: kick attack, axe kick Special attacks: knee, elbow, forearm Skills Include: Martial art powers:choose 2 from body hardening or special katas Other Skills: English(American) WP Thrown Sports Knowledge Level Advancement bonuses: 1 +2 roll 2 +2 parry/dodge 3 +1 att 4 +2 damage 5 +1 power from body hardening or special katas 6 +1 strike 7 +1 att, KO 20 8 +1 strike 9 +1 roll,+1 power from body hardening or special katas 10 +2 parry, crit 18,19,20 11 +1 att 12 +1 strike 13 +3 damage,+1 power from body hardening or special katas 14 DB 20 15 +1 att

Gunslinger Entrance Requirements: none Skill cost: 8 Costume: street clothes preferably a wide brimmed hat Stance: legs shoulder width apart hands at sides ready to "go fer yer gun" Character bonuses: +3 PP +2 ME +2 MA +10 SDC Combat Skills: Attacks per Melee: 3 Escape moves: Roll Basic Defensive moves: parry, dodge, Automatic parry Advanced defensives: multiple dodge Hand Attacks: strike(punch), power punch, pistol whip Basic Foot Attacks: none Jumping Foot Attacks: none Special attacks: knee Weapon katas: WP single action revolver or WP double barrelled shotgun choose (2) trick shots at first level can fire guns paired can fire shotgun one handed can fire over shoulder with a mirror can fire from a moving vehicle can shoot upsidedown can fire right out of a combat roll(combination dodge/attack) can fire a ricochet shot does one point of damage to first impacts and full to final target. the max number of richocets is equal to half the characters level.

Skills Include: Martial art powers: choose (2) from martial art techniques or body hardening Survival: Hojo-Jutsu Language: Spanish or English Level Advancement bonuses: 1 +2 parry/dodge 2 +2 strike 3 +2 roll, choose 1 trick shot 4 +1 attack 5 crit 18-20, b 6 +2 parry/dodge, choose 1 martial art technique or body hardening 7 +2 strike 8 +1 attack 9 KO on 19-20, choose 1 trick shot 10 +2 roll 11 +2 parry/dodge 12 +1 attack, choose 1 martial art technique or nody hardening 13 DB on 20 14 +2 roll 15 +2 strike, choose 1 trick shot

Gymnastics Entrance Requirements: 9 PP Skill cost: 8 Costume: tight fitting clothing Stance: light Character bonuses: +2 PS +2 PP +1 PE +10 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll, backflip, cartwheel, somersalt, handstand, maintain balance, leap Basic Defensive moves: parry, dodge, autoparry Advanced defensives: autoroll, breakfall, drop kick, reverse turning kick, multiple dodge Hand Attacks: hand strike(punch) Basic Foot Attacks: kick attack, snap kick, axe kick, wheel kick Jumping Foot Attacks: jump kick, flying jump kick Special attacks: body block/tackle, grab/kick, leap attack Weapon katas: none Skills Include: Martial art powers: choose (2) from martial art techniques, or body hardening Other Skills: acrobatics and choose one language Level Advancement bonuses: 1 +3 roll 2 +2 parry/dodge 3 +1 att 4 +1 strike 5 +3 damage, +1 power from martial art techniques or body hardening 6 +2 parry/dodge 7 +1 att 8 +2 dodge, +1 power from martial art techniques or body hardening 9 +3 roll, KO 20 10 +1 strike 11 +1 att 12 crit 18,19,20 13 +1 power from martial art techniques or body hardening 14 DB 20 15 +1 att

Long BowMen Fighting Style Entrance Requirements: PS 10 and PP 12 Skill cost: 6 Costume: none Stance: gripping bow in off hand with arrow notched and ready to fire Character bonuses: +2 PP +2 ME +2 PS Combat Skills: Attacks per Melee: 2 Escape moves: Roll Basic Defensive moves: parry, dodge, automatic parry Advanced defensives: multiple dodge Hand Attacks: strike(punch) Basic Foot Attacks: snap kick Jumping Foot Attacks: none Special attacks: choose (2) at first level can fire over shoulder with a mirror can fire from a moving vehicle can shoot upsidedown can fire right out of a combat roll(combination dodge/attack) can fire a ricochet shot does one point of damage to first impacts and full to final target. the max number of richocets is equal to the characters level divided by two. Weapon katas: WP Long Bow Skills Include: Martial art powers: choose (2) from martial art techniques Other Skills: WP archery, Latin Level Advancement bonuses: 1 +2 strike, +2 dodge 2 + 4 damage 3 can fire 2 arrows per HtH Attack 4 +1 attack, choose (1) martial art technique 5 kick attack, choose another special attack 6 critical on 17-20 7 +1 attack 8 +3 parry/dodge 9 +2 strike, choose another special attack 10 +1 attack, Choose (1) martial art technique 11 + 2 parry/dodge, +4 damage 12 DB on 20 13 +1 attack, choose another special attack 14 +2 strike 15 +3 parry/dodge

Palladin Fighting Style Entrance Requirements:IQ 10, PS 12, PP 12, PE 10 Skill cost: 6 Costume: plate armors note: palladins can ignore armor penalties Stance: none Character bonuses: +2 MA +2 ME +2 PS +2 PE +2 SPD +20 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll, maintain balance Basic Defensive moves: parry, dodge, automatic parry Advanced defensives: power block/parry Hand Attacks: strike(punch), power punch Basic Foot Attacks: snap kick Jumping Foot Attacks: none Special attacks: forearm, knee, sheild bash(1d6 damage) Weapon katas: choose (1) at 1st level sword/sheild paired two handed sword lance(with +5 to maintain balance on horse back) Skills Include: Martial art powers: choose (2) from Body hardening, special katas Language: Latin Philosophical Training: Chivalry Survival: Horsemanship Physical: WP Sheild, WP Sword Level Advancement bonuses: 1 +3 parry/dodge, +2 damage 2 +1 attack 3 +3 strike, get the sword chi technique 4 +5 damage 5 +1 attack 6 critical on 17-20, choose another of the Weapon katas 7 kick attack, roundhouse kick 8 KO/stun 18-20 9 +1 attack, choose (1) power from body hardening of special katas 10 +3 parry/dodge 11 +3 strike 12 +5 damage, choose another of the weapon katas 13 +1 attack 14 +3 parry/dodge 15 DB on 20

Police Training Entrance Requirements: none Skill cost: 6 Costume: none Stance: none Character bonuses: +2 PP +2 PE +1 MA +10 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll, breakfall Basic Defensive moves: parry, dodge, autoparry Advanced defensives: autoroll Hand Attacks: strike(punch), knife hand, elbow, power punch Basic Foot Attacks: kick attack, snap kick Jumping Foot Attacks: jump kick Special attacks: arm hold, neck hold Weapon katas: WP blunt or WP sheild Skills Include: Martial art powers: none Physical: athletics Language: choose 1 language Espionage: intimidation, detect concealment Level Advancement bonuses: 1 +3 parry/dodge, crit 17-20, b 2 +4 roll 3 +1 attack, choose one special kata or body hardening 4 +1 strike 5 +3 damage 6 +1 attack, KO 18-20, b 7 +3 parry/dodge, choose one special kata or body hardening 8 +4 roll 9 +1 attack 10 +2 strike, DB 19-20 11 +3 damage, choose one special kata or body hardening 12 +1 attack 13 +3 parry/dodge 14 +1 strike 15 +1 attack, choose one special kata or body hardening

Ranger/Native American Fighting Style Entrance Requirements: IQ 9, PS 10, PE 13 Skill cost: 8 Costume: clothing or light armor of earth tones Stance: none Character bonuses: +2 PE +2 ME +2 PS +10 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll Basic Defensive moves: parry, dodge, autoparry Advanced defensives: Hand Attacks: strike(punch), knife hand Basic Foot Attacks: kick attack, snap kick, round house kick Jumping Foot Attacks: none Special attacks: none Weapon katas:choose (2): WP knife, WP club, WP hand ax Skills Include: Martial art powers: choose (2) from body hardening, or arts of invisibility Language: choose (1) language from Native American group Survival: wilderness survival, tracking Physical: archery, prowl, WP knife, WP blunt, WP thrown Level Advancement bonuses: 1 +3 parry/dodge 2 +3 damage 3 +1 attack, choose (1) from body hardening or arts of invisibility 4 cresent kick 5 crit 18-20,behind 6 +1 attack 7 +2 strike, choose (1) from body hardening or arts of invisibility 8 +4 parry/dodge 9 +1 attack 10 stun on 18-20 11 +3 damage, choose (1) from body hardening or arts of invisibility 12 +1 strike, DB on 20 13 +3 parry/dodge 14 +1 attack 15 +3 damage

Soccer Entrance Requirements: none Skill cost: 6 Costume: none Stance: none Character bonuses: +1 PP +2 PE Combat Skills: Attacks per Melee: 2 Escape moves: Roll Basic Defensive moves: parry, dodge, automatic parry Advanced defensives: circular parry, drop kick, reverse turning kick Hand Attacks: hand strike(punch) Basic Foot Attacks: kick attack, snap kick, round house kick, wheel kick, crescent kick, axe kick, tripping leg hook Jumping Foot Attacks: jump kick Special attacks: slide tackle (range equal to jump kick 1d4 damage plus knockdown), knee, combination grab/kick, head butt(1d4) Skills Include: Martial art powers: choose (1) from body hardening or special katas Other Skills: any 2 languages athletics(general) Level Advancement bonuses: 1 +2 roll 2 +2 parry/dodge 3 +1 att 4 +1 strike 5 +2 damage 6 +1 power from body hardening or special katas 7 +1 att 8 +2 roll, KO 20 9 +1 parry/dodge 10 +1 strike,+1 power from body hardening or special katas 11 +1 att,crit 18,19,20 12 +1 strike 13 +2 damage,+1 power from body hardening or special katas 14 DB 20 15 +1 att

Stage Magic Entrance Requirements: None Skill cost: 8 Costume: none Stance: none Character bonuses: +2 MA +2 PP +1 PB +5 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll Basic Defensive moves: dodge, parry, auto-parry Advanced defensives: multiple dodge, dodge/kick Hand Attacks: strike(punch), backhand Basic Foot Attacks: kick attack, axe kick Jumping Foot Attacks: jump kick Special attacks: leap attack, knee, fore arm Weapon katas: none Skills Include: Martial art powers: choose (2) from Arts of invisibility or Special katas Other Skills: choose (5) stage magic or espionage(thief) skills at (+20) Level Advancement bonuses: 1 +2 parry/dodge 2 +3 roll 3 +1 att 4 +1 strike 5 +1 power from arts of invisibility or special katas 6 KO 20 7 +1 att 8 +2 parry/dodge 9 +1 strike, +1 power from arts of invisibility or special katas 10 +3 roll, crit 18,19,20 11 +1 att 12 +1 power from arts of invisibility or special katas 13 +1 strike 14 DB 20 15 +1 att

Wrestling Entrance Requirements: None Skill cost: 6 Costume: tight fitting clothing Stance: feet shoulder width apart knees and back slightly bent and hand open at sides ready to grab or hold Character bonuses: +2 PS +1 PE +15 SDC Combat Skills: Attacks per Melee: 2 Escape moves: Roll Basic Defensive moves: parry, dodge, autoparry Advanced defensives: power block/parry Hand Attacks: hand strike(punch), forearm, elbow Basic Foot Attacks: snap kick, knee, tripping/ leg hook Jumping Foot Attacks: None holds: choke, arm hold,leg hold, neck hold, body hold Special attacks: crush/squeeze, body block/tackle, body flip throw, grab Weapon katas: None Skills Include: Martial art powers: choose (2) from body hardening, or art of escape Other Skills: Athletics, one language Level Advancement bonuses: 1 +2 roll, pin/incapacitate 18,19,20 2 +3 damage 3 +1 attack 4 +2 parry/dodge 5 +1 strike, 6 +1 power from art of escape, body hardening or martial art techniques 7 +1 att 8 +2 parry 9 +2 roll, crit 18,19,20 10 +3 damage, +1 power from body hardening or martial art techniques 11 +1 att 12 +1 strike 13 DB 20 14 +1 power from body hardening or martial art techniques 15 +1 att

Yoga Entrance Requirements: 10 MA 10 ME Skill cost: 25 Costume: none Stance: Character bonuses: +4 ME +2 PP double chi Combat Skills: Attacks per Melee: 2 Escape moves: Roll, maintain balance, breakfall Basic Defensive moves: dodge, parry, auto parry Advanced defensives: auto dodge Hand Attacks: hand strike, knife hand, fingertip attack Basic Foot Attacks: kick attack, snap kick Jumping Foot Attacks: jump kick Special attacks: body flip throw, combination grab/kick, grab Weapon katas: none Skills Include: Martial art powers: choose (3) from Arts of invisibility, Atemi Abilities, Chi Mastery, or Zenjoriki Mudra: Mudra of Tranquility and Collection Mudra of Silent Contemplation Mudra for the Collection of Alms choose 1 other Mudra Other Skills: language: Hindi philosophical training: meditation survival: desert survival, fasting Level Advancement bonuses: 1 +3 parry/dodge 2 +1 power from Arts of invisibility, Atemi Abilities, Chi Mastery, special Katas, or Zenjoriki or (2) Mudra 3 +1 attack 4 +3 roll KO 20 5 +1 power from Arts of invisibility, Atemi Abilities, Chi Mastery, special Katas, or Zenjoriki or (2) Mudra 6 +1 attack 7 +1 strike 8 +2 parry/dodge, +1 power from Arts of invisibility, Atemi Abilities, Chi Mastery, special Katas, or Zenjoriki or 2 Mudra 9 +1 attack 10 +2 roll 11 crit 18,19,20 12 +1 attack 13 +1 power from Arts of invisibility, Atemi Abilities, Chi Mastery, special Katas, or Zenjoriki or 2 Mudra 14 pin 18,19,20 15 +1 attack

Entrance Requirements: Skill cost: Costume: Stance: Character bonuses: Combat Skills: Attacks per Melee: Escape moves: Roll, Basic Defensive moves: Advanced defensives: Hand Attacks: Basic Foot Attacks: Jumping Foot Attacks: Special attacks: Weapon katas: Skills Include: Martial art powers: Other Skills: Level Advancement bonuses: 1